// Hyperbolic Rogue -- basic geometry // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file geometry.cpp * \brief Calculation of basic, and less basic, constants in each geometry */ #include "hyper.h" namespace hr { #if HDR struct usershapelayer { vector list; bool sym; int rots; color_t color; hyperpoint shift, spin; ld zlevel; int texture_offset; PPR prio; }; extern int usershape_changes; static const int USERLAYERS = 32; struct usershape { usershapelayer d[USERLAYERS]; }; struct hpcshape { int s, e; PPR prio; int flags; hyperpoint intester; struct basic_textureinfo *tinf; int texture_offset; int shs, she; void clear() { s = e = shs = she = texture_offset = 0; prio = PPR::ZERO; tinf = NULL; flags = 0; } }; #define SIDE_SLEV 0 #define SIDE_WTS3 3 #define SIDE_WALL 4 #define SIDE_LAKE 5 #define SIDE_LTOB 6 #define SIDE_BTOI 7 #define SIDE_SKY 8 #define SIDE_HIGH 9 #define SIDE_HIGH2 10 #define SIDE_ASHA 11 #define SIDE_BSHA 12 #define SIDEPARS 13 #ifndef BADMODEL #define BADMODEL 0 #endif #ifndef WINGS static const int WINGS = (BADMODEL ? 1 : 4); #endif typedef array hpcshape_animated; extern vector shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D; struct floorshape { bool is_plain; int shapeid; int id; int pstrength; // pattern strength in 3D int fstrength; // frame strength in 3D PPR prio; vector b, shadow, side[SIDEPARS], levels[SIDEPARS], cone[2]; vector> gpside[SIDEPARS]; floorshape() { prio = PPR::FLOOR; pstrength = fstrength = 10; } }; struct plain_floorshape : floorshape { ld rad0, rad1; void configure(ld r0, ld r1) { rad0 = r0; rad1 = r1; } }; extern vector equal_weights; // noftype: 0 (shapeid2 is heptagonal or just use shapeid1), 1 (shapeid2 is pure heptagonal), 2 (shapeid2 is Euclidean), 3 (shapeid2 is hexagonal) struct escher_floorshape : floorshape { int shapeid0, shapeid1, noftype, shapeid2; ld scale; }; struct basic_textureinfo { int texture_id; vector tvertices; }; /** basic geometry parameters */ struct geometry_information { /** distance from heptagon center to another heptagon center */ ld tessf; /** distance from heptagon center to adjacent cell center (either hcrossf or tessf) */ ld crossf; /** distance from heptagon center to small heptagon vertex */ ld hexf; /** distance from heptagon center to big heptagon vertex */ ld hcrossf; /** distance between adjacent hexagon vertices */ ld hexhexdist; /** distance between hexagon vertex and hexagon center */ ld hexvdist; /** distance between heptagon vertex and hexagon center (either hcrossf or something else) */ ld hepvdist; /** distance from heptagon center to heptagon vertex (either hexf or hcrossf) */ ld rhexf; /** basic parameters for 3D geometries */ map close_distances; int loop, face, schmid; vector cellshape; vector vertices_only; transmatrix spins[32], adjmoves[32]; ld adjcheck; ld strafedist; bool dirs_adjacent[32][32]; /** \brief for adjacent directions a,b, next_dir[a][b] is the next direction adjacent to a, in (counter?)clockwise order from b */ int next_dir[32][32]; vector > rels; int xp_order, r_order, rx_order; transmatrix full_X, full_R, full_P; /** for 2D geometries */ vector heptmove, hexmove, invhexmove; int base_distlimit; /** size of the Sword (from Orb of the Sword), used in the shmup mode */ ld sword_size; /** scale factor for the graphics of most things*/ ld scalefactor; ld orbsize, floorrad0, floorrad1, zhexf; ld corner_bonus; ld hexshift; ld asteroid_size[8]; ld wormscale; ld tentacle_length; /** level in product geometries */ ld plevel; /** level for a z-step */ int single_step; /** the number of levels in SL2 */ int steps; /** for binary tilings */ transmatrix direct_tmatrix[14]; transmatrix inverse_tmatrix[14]; /** a bitmask for hr::bt::use_direct_for */ int use_direct; /** various parameters related to the 3D view */ ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL, FLOOR, STUFF, SLEV[4], FLATEYE, LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST, BODY, BODY1, BODY2, BODY3, NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3, ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2, SHALLOW; ld human_height, slev; ld eyelevel_familiar, eyelevel_human, eyelevel_dog; #if CAP_SHAPES hpcshape shSemiFloorSide[SIDEPARS], shBFloor[2], shWave[8][2], shCircleFloor, shBarrel, shWall[2], shMineMark[2], shBigMineMark[2], shFan, shZebra[5], shSwitchDisk, shTower[11], shEmeraldFloor[6], shSemiFeatherFloor[2], shSemiFloor[2], shSemiBFloor[2], shSemiFloorShadow, shMercuryBridge[2], shTriheptaSpecial[14], shCross, shGiantStar[2], shLake, shMirror, shHalfFloor[6], shHalfMirror[3], shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing, shTinyBird, shTinyShark, shEgg, shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing, shSpearRing, shLoveRing, shFrogRing, shReserved1, shReserved2, shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow, shGun, shFigurine, shTreat, shElementalShard, // shBranch, shIBranch, shTentacle, shTentacleX, shILeaf[3], shMovestar, shWolf, shYeti, shDemon, shGDemon, shEagle, shGargoyleWings, shGargoyleBody, shFoxTail1, shFoxTail2, shDogBody, shDogHead, shDogFrontLeg, shDogRearLeg, shDogFrontPaw, shDogRearPaw, shDogTorso, shHawk, shCatBody, shCatLegs, shCatHead, shFamiliarHead, shFamiliarEye, shWolf1, shWolf2, shWolf3, shRatEye1, shRatEye2, shRatEye3, shDogStripes, shPBody, shPSword, shPKnife, shFerocityM, shFerocityF, shHumanFoot, shHumanLeg, shHumanGroin, shHumanNeck, shSkeletalFoot, shYetiFoot, shMagicSword, shMagicShovel, shSeaTentacle, shKrakenHead, shKrakenEye, shKrakenEye2, shArrow, shPHead, shPFace, shGolemhead, shHood, shArmor, shAztecHead, shAztecCap, shSabre, shTurban1, shTurban2, shVikingHelmet, shRaiderHelmet, shRaiderArmor, shRaiderBody, shRaiderShirt, shWestHat1, shWestHat2, shGunInHand, shKnightArmor, shKnightCloak, shWightCloak, shGhost, shEyes, shSlime, shJelly, shJoint, shWormHead, shTentHead, shShark, shWormSegment, shSmallWormSegment, shWormTail, shSmallWormTail, shSlimeEyes, shDragonEyes, shWormEyes, shGhostEyes, shMiniGhost, shMiniEyes, shHedgehogBlade, shHedgehogBladePlayer, shWolfBody, shWolfHead, shWolfLegs, shWolfEyes, shWolfFrontLeg, shWolfRearLeg, shWolfFrontPaw, shWolfRearPaw, shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress, shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy, shBugBody, shBugArmor, shBugLeg, shBugAntenna, shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead, shBook, shBookCover, shGrail, shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3, shKnife, shTongue, shFlailMissile, shTrapArrow, shPirateHook, shPirateHood, shEyepatch, shPirateX, // shScratch, shHeptaMarker, shSnowball, shSun, shNightStar, shEuclideanSky, shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental, shPalaceGate, shFishTail, shMouse, shMouseLegs, shMouseEyes, shPrincessDress, shPrinceDress, shWizardCape1, shWizardCape2, shBigCarpet1, shBigCarpet2, shBigCarpet3, shGoatHead, shRose, shRoseItem, shThorns, shRatHead, shRatTail, shRatEyes, shRatCape1, shRatCape2, shWizardHat1, shWizardHat2, shTortoise[13][6], shDragonLegs, shDragonTail, shDragonHead, shDragonSegment, shDragonNostril, shDragonWings, shSolidBranch, shWeakBranch, shBead0, shBead1, shBatWings, shBatBody, shBatMouth, shBatFang, shBatEye, shParticle[16], shAsteroid[8], shReptile[5][4], shReptileBody, shReptileHead, shReptileFrontFoot, shReptileRearFoot, shReptileFrontLeg, shReptileRearLeg, shReptileTail, shReptileEye, shTrylobite, shTrylobiteHead, shTrylobiteBody, shTrylobiteFrontLeg, shTrylobiteRearLeg, shTrylobiteFrontClaw, shTrylobiteRearClaw, shBullBody, shBullHead, shBullHorn, shBullRearHoof, shBullFrontHoof, shButterflyBody, shButterflyWing, shGadflyBody, shGadflyWing, shGadflyEye, shTerraArmor1, shTerraArmor2, shTerraArmor3, shTerraHead, shTerraFace, shJiangShi, shJiangShiDress, shJiangShiCap1, shJiangShiCap2, shPikeBody, shPikeEye, shAsymmetric, shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly, shDodeca; hpcshape shFrogRearFoot, shFrogFrontFoot, shFrogRearLeg, shFrogFrontLeg, shFrogRearLeg2, shFrogBody, shFrogEye, shFrogStripe, shFrogJumpFoot, shFrogJumpLeg; hpcshape_animated shAnimatedEagle, shAnimatedTinyEagle, shAnimatedGadfly, shAnimatedHawk, shAnimatedButterfly, shAnimatedGargoyle, shAnimatedGargoyle2, shAnimatedBat, shAnimatedBat2; map shPipe; vector shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D; vector walltester; vector wallstart; vector raywall; vector all_plain_floorshapes; vector all_escher_floorshapes; plain_floorshape shFloor, shMFloor, shMFloor2, shMFloor3, shMFloor4, shFullFloor, shBigTriangle, shTriheptaFloor, shBigHepta; escher_floorshape shStarFloor, shCloudFloor, shCrossFloor, shChargedFloor, shSStarFloor, shOverFloor, shTriFloor, shFeatherFloor, shBarrowFloor, shNewFloor, shTrollFloor, shButterflyFloor, shLavaFloor, shLavaSeabed, shSeabed, shCloudSeabed, shCaveSeabed, shPalaceFloor, shDemonFloor, shCaveFloor, shDesertFloor, shPowerFloor, shRoseFloor, shSwitchFloor, shTurtleFloor, shRedRockFloor[3], shDragonFloor; ld dlow_table[SIDEPARS], dhi_table[SIDEPARS], dfloor_table[SIDEPARS]; int prehpc; vector hpc; bool first; bool validsidepar[SIDEPARS]; vector ourshape; #endif hpcshape shFullCross[2]; hpcshape *last; int SD3, SD6, SD7, S12, S14, S21, S28, S42, S36, S84; vector> walloffsets; vector> symmetriesAt; struct cellrotation_t { transmatrix M; vector mapping; int inverse_id; }; vector cellrotations; #ifndef SCALETUNER static constexpr #endif double bscale7 = 1, brot7 = 0, bscale6 = 1, brot6 = 0; vector allshapes; transmatrix shadowmulmatrix; map ushr; void prepare_basics(); void prepare_compute3(); void prepare_shapes(); void prepare_usershapes(); void hpcpush(hyperpoint h); void hpcsquare(hyperpoint h1, hyperpoint h2, hyperpoint h3, hyperpoint h4); void chasmifyPoly(double fac, double fac2, int k); void shift(hpcshape& sh, double dx, double dy, double dz); void initPolyForGL(); void extra_vertices(); transmatrix ddi(int a, ld x); void drawTentacle(hpcshape &h, ld rad, ld var, ld divby); hyperpoint hpxyzsc(double x, double y, double z); hyperpoint turtlevertex(int u, double x, double y, double z); void bshape(hpcshape& sh, PPR prio); void finishshape(); void bshape(hpcshape& sh, PPR prio, double shzoom, int shapeid, double bonus = 0, flagtype flags = 0); void copyshape(hpcshape& sh, hpcshape& orig, PPR prio); void zoomShape(hpcshape& old, hpcshape& newsh, double factor, PPR prio); void pushShape(usershapelayer& ds); void make_sidewalls(); void procedural_shapes(); void make_wall(int id, const vector vertices, vector weights = equal_weights); void reserve_wall3d(int i); void compute_cornerbonus(); void create_wall3d(); void configure_floorshapes(); void init_floorshapes(); void bshape2(hpcshape& sh, PPR prio, int shapeid, struct matrixlist& m); void bshape_regular(floorshape &fsh, int id, int sides, ld shift, ld size, cell *model); void generate_floorshapes_for(int id, cell *c, int siid, int sidir); void generate_floorshapes(); void make_floor_textures_here(); vector get_shape(hpcshape sh); void add_cone(ld z0, const vector& vh, ld z1); void add_prism_sync(ld z0, vector vh0, ld z1, vector vh1); void add_prism(ld z0, vector vh0, ld z1, vector vh1); void shift_last(ld z); void shift_shape(hpcshape& sh, ld z); void shift_shape_orthogonally(hpcshape& sh, ld z); void add_texture(hpcshape& sh); void make_ha_3d(hpcshape& sh, bool isarmor, ld scale); void make_humanoid_3d(hpcshape& sh); void addtri(array hs, int kind); void make_armor_3d(hpcshape& sh, int kind = 1); void make_foot_3d(hpcshape& sh); void make_head_only(); void make_head_3d(hpcshape& sh); void make_paw_3d(hpcshape& sh, hpcshape& legsh); void make_abody_3d(hpcshape& sh, ld tail); void make_ahead_3d(hpcshape& sh); void make_skeletal(hpcshape& sh, ld push = 0); void make_revolution(hpcshape& sh, int mx = 180, ld push = 0); void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99); void clone_shape(hpcshape& sh, hpcshape& target); void animate_bird(hpcshape& orig, hpcshape_animated& animated, ld body); void slimetriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev); void balltriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev); void make_ball(hpcshape& sh, ld rad, int lev); void make_star(hpcshape& sh, ld rad); void make_euclidean_sky(); void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q, ld zoom=1); void shift_last_straight(ld z); void queueball(const transmatrix& V, ld rad, color_t col, eItem what); void make_shadow(hpcshape& sh); void make_3d_models(); /* Goldberg parameters */ #if CAP_GP struct gpdata_t { vector, 32>, 32>> Tf; transmatrix corners; ld alpha; int area; }; shared_ptr gpdata = nullptr; #endif int state = 0; int usershape_state = 0; /** contains the texture point coordinates for 3D models */ basic_textureinfo models_texture; geometry_information() { last = NULL; } void require_basics() { if(state & 1) return; state |= 1; prepare_basics(); } void require_shapes() { if(state & 2) return; state |= 2; prepare_shapes(); } void require_usershapes() { if(usershape_state == usershape_changes) return; usershape_state = usershape_changes; prepare_usershapes(); } int timestamp; hpcshape& generate_pipe(ld length, ld width); }; #endif /** values of hcrossf and hexf for the standard geometry. Since polygons are * usually drawn in this geometry, the scale in other geometries is usually * based on comparing these values to the values in the other geometry. */ #if HDR static const ld hcrossf7 = 0.620672, hexf7 = 0.378077, tessf7 = 1.090550, hexhexdist7 = 0.566256; #endif EX bool scale_used() { return (shmup::on && geometry == gNormal && BITRUNCATED) ? (cheater || autocheat) : true; } void geometry_information::prepare_basics() { DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("prepare_basics")); hexshift = 0; ld ALPHA = 2 * M_PI / S7; ld fmin, fmax; if(arcm::in() && !prod) ginf[gArchimedean].cclass = gcHyperbolic; if(hybri) { auto t = this; ld d = prod ? 1 : 2; hybrid::in_underlying_geometry([&] { t->rhexf = cgi.rhexf / d; t->hexf = cgi.hexf / d; t->crossf = cgi.crossf / d; t->hcrossf = cgi.crossf / d; t->tessf = cgi.tessf / d; t->hexvdist = cgi.hexvdist / d; t->hexhexdist = hdist(xpush0(cgi.hcrossf), xspinpush0(M_PI*2/S7, cgi.hcrossf)) / d; t->base_distlimit = cgi.base_distlimit-1; }); goto hybrid_finish; } if((sphere || hyperbolic) && WDIM == 3 && !bt::in()) { rhexf = hexf = 0.378077; crossf = hcrossf = 0.620672; tessf = 1.090550; hexhexdist = 0.566256; goto finish; } tessf = euclid ? 1 : edge_of_triangle_with_angles(S3 >= OINF ? 0 : 2*M_PI/S3, M_PI/S7, M_PI/S7); if(elliptic && S7 == 4) tessf = M_PI/2; hcrossf = euclid ? (S3 == 3 ? sqrt(3)/3 : sqrt(2)/2) : edge_of_triangle_with_angles(M_PI/2, M_PI/S7, M_PI/S3); crossf = BITRUNCATED ? hcrossf : tessf; fmin = 0, fmax = tessf; for(int p=0; p<100; p++) { ld f = (fmin+fmax) / 2; hyperpoint H = xpush0(f); hyperpoint H1 = spin(2*M_PI/S7) * H; hyperpoint H2 = xpush0(tessf-f); ld v1 = intval(H, H1), v2 = intval(H, H2); if(v1 < v2) fmin = f; else fmax = f; } hexf = fmin; rhexf = BITRUNCATED ? hexf : hcrossf; if(BITRUNCATED && !(S7&1)) hexshift = ALPHA/2 + ALPHA * ((S7-1)/2) + M_PI; finish: heptmove.resize(S7); hexmove.resize(S7); invhexmove.resize(S7); for(int d=0; d(vid.binary_width, 1), crossf *= min(vid.binary_width, 1); #endif #if CAP_BT && MAXMDIM >= 4 if(bt::in()) bt::build_tmatrix(); #endif #if MAXMDIM >= 4 if(reg3::in()) reg3::generate(); if(euc::in(3)) euc::generate(); #endif hybrid_finish: scalefactor = crossf / hcrossf7; orbsize = crossf; if(fake::in()) { auto& u = fake::underlying_cgip; crossf = u->crossf * fake::scale; scalefactor = u->scalefactor * fake::scale; orbsize = u->orbsize * fake::scale; hexf = u->hexf * fake::scale; rhexf = u->rhexf * fake::scale; hexvdist = u->hexvdist * fake::scale; } if(scale_used()) scalefactor *= vid.creature_scale; zhexf = BITRUNCATED ? hexf : crossf* .55; if(scale_used()) zhexf *= vid.creature_scale; if(WDIM == 2 && GDIM == 3) zhexf *= 1.5, orbsize *= 1.2; floorrad0 = hexvdist* (GDIM == 3 ? 1 : 0.92); floorrad1 = rhexf * (GDIM == 3 ? 1 : 0.94); if(euc::in(2,4)) { if(!BITRUNCATED) floorrad0 = floorrad1 = rhexf * (GDIM == 3 ? 1 : .94); else floorrad0 = hexvdist * (GDIM == 3 ? 1 : .9), floorrad1 = rhexf * (GDIM == 3 ? 1 : .8); } plevel = vid.plevel_factor * scalefactor; steps = product::csteps; single_step = 1; if(hybri && !prod) { if(hybrid::underlying == gArchimedean) arcm::current.get_step_values(steps, single_step); else { single_step = S3 * S7 - 2 * S7 - 2 * S3; steps = 2 * S7; if(BITRUNCATED) steps *= S3; if(single_step < 0) single_step = -single_step; } DEBB(DF_GEOM | DF_POLY, ("steps = ", steps, " / ", single_step)); plevel = M_PI * single_step / steps; } if(hybri) { /* we do not want too short creatures, better make the scale factor smaller */ scalefactor = min(scalefactor, cgi.plevel * 1.8 / vid.height_width); } set_sibling_limit(); prepare_compute3(); if(hyperbolic && &currfp != &fieldpattern::fp_invalid) currfp.analyze(); } EX transmatrix xspinpush(ld dir, ld dist) { if(euclid) return eupush(cos(dir) * dist, -sin(dir) * dist); else return spin(dir) * xpush(dist) * spin(-dir); } EX purehookset hooks_swapdim; EX namespace geom3 { // Here we convert between the following parameters: // abslev: level below the plane // lev: level above the world (abslev = depth-lev) // projection: projection parameter // factor: zoom factor ld abslev_to_projection(ld abslev) { if(sphere || euclid) return vid.camera+abslev; return tanh(abslev) / tanh(vid.camera); } ld projection_to_abslev(ld proj) { if(sphere || euclid) return proj-vid.camera; // tanh(abslev) / tanh(camera) = proj return atanh(proj * tanh(vid.camera)); } ld lev_to_projection(ld lev) { return abslev_to_projection(vid.depth - lev); } ld projection_to_factor(ld proj) { return lev_to_projection(0) / proj; } EX ld factor_to_projection(ld fac) { return lev_to_projection(0) / fac; } EX ld lev_to_factor(ld lev) { if(prod) return -lev; if(WDIM == 3) return lev; if(GDIM == 3) return vid.depth - lev; return projection_to_factor(lev_to_projection(lev)); } EX ld factor_to_lev(ld fac) { if(prod) return -fac; if(GDIM == 3) return fac; return vid.depth - projection_to_abslev(factor_to_projection(fac)); } EX void do_auto_eye() { if(!vid.auto_eye) return; auto& cs = getcs(); if(cs.charid < 4) vid.eye = cgi.eyelevel_human; else if(cs.charid < 8) vid.eye = cgi.eyelevel_dog; else if(cs.charid == 8) vid.eye = cgi.eyelevel_familiar; } // how should we scale at level lev EX ld scale_at_lev(ld lev) { if(sphere || euclid) return 1; return cosh(vid.depth - lev); } EX string invalid; EX ld actual_wall_height() { if(hybri) return cgi.plevel; #if CAP_GP if(GOLDBERG && vid.gp_autoscale_heights) return vid.wall_height * min(4 / hypot_d(2, gp::next), 1); #endif return vid.wall_height; } EX } void geometry_information::prepare_compute3() { using namespace geom3; DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("geom3::compute")); // tanh(depth) / tanh(camera) == pconf.alpha invalid = ""; if(GDIM == 3) ; else if(vid.tc_alpha < vid.tc_depth && vid.tc_alpha < vid.tc_camera) pconf.alpha = tan_auto(vid.depth) / tan_auto(vid.camera); else if(vid.tc_depth < vid.tc_alpha && vid.tc_depth < vid.tc_camera) { ld v = pconf.alpha * tan_auto(vid.camera); if(hyperbolic && (v<1e-6-12 || v>1-1e-12)) invalid = "cannot adjust depth", vid.depth = vid.camera; else vid.depth = atan_auto(v); } else { ld v = tan_auto(vid.depth) / pconf.alpha; if(hyperbolic && (v<1e-12-1 || v>1-1e-12)) invalid = "cannot adjust camera", vid.camera = vid.depth; else vid.camera = atan_auto(v); } if(fabs(pconf.alpha) < 1e-6) invalid = "does not work with perfect Klein"; if(invalid != "") { INFDEEP = .7; BOTTOM = .8; HELLSPIKE = .85; LAKE = .9; FLOOR = 1; WALL = 1.25; SLEV[0] = 1; SLEV[1] = 1.08; SLEV[2] = 1.16; SLEV[3] = 1.24; FLATEYE = 1.03; LEG1 = 1.025; LEG = 1.05; LEG3 = 1.075; GROIN = 1.09; GROIN1 = 1.105; GHOST = 1.1; BODY = 1.15; BODY1 = 1.151; BODY2 = 1.152; BODY3 = 1.153; NECK1 = 1.16; NECK = 1.17; NECK3 = 1.18; HEAD = 1.188; HEAD1= 1.189; HEAD2= 1.190; HEAD3= 1.191; ABODY = 1.08; AHEAD = 1.12; BIRD = 1.20; } else { INFDEEP = GDIM == 3 ? (sphere ? M_PI/2 : +5) : (euclid || sphere) ? 0.01 : lev_to_projection(0) * tanh(vid.camera); ld wh = actual_wall_height(); WALL = lev_to_factor(wh); FLOOR = lev_to_factor(0); human_height = vid.human_wall_ratio * wh; if(WDIM == 3) human_height = scalefactor * vid.height_width / 2; if(hybri) human_height = min(human_height, cgi.plevel * .9); ld reduce = (WDIM == 3 ? human_height / 2 : 0); LEG0 = lev_to_factor(human_height * .0 - reduce); LEG1 = lev_to_factor(human_height * .1 - reduce); LEG = lev_to_factor(human_height * .2 - reduce); LEG3 = lev_to_factor(human_height * .3 - reduce); GROIN = lev_to_factor(human_height * .4 - reduce); GROIN1= lev_to_factor(human_height * .5 - reduce); BODY = lev_to_factor(human_height * .6 - reduce); BODY1 = lev_to_factor(human_height * .61 - reduce); BODY2 = lev_to_factor(human_height * .62 - reduce); BODY3 = lev_to_factor(human_height * .63 - reduce); NECK1 = lev_to_factor(human_height * .7 - reduce); NECK = lev_to_factor(human_height * .8 - reduce); NECK3 = lev_to_factor(human_height * .9 - reduce); HEAD = lev_to_factor(human_height * .97 - reduce); HEAD1 = lev_to_factor(human_height * .98 - reduce); HEAD2 = lev_to_factor(human_height * .99 - reduce); HEAD3 = lev_to_factor(human_height - reduce); reduce = (GDIM == 3 ? human_height * .3 : 0); STUFF = lev_to_factor(0) - max(orbsize * 0.3, zhexf * .6); ABODY = lev_to_factor(human_height * .4 - reduce); ALEG0 = lev_to_factor(human_height * .0 - reduce); ALEG = lev_to_factor(human_height * .2 - reduce); AHEAD = lev_to_factor(human_height * .6 - reduce); BIRD = lev_to_factor(WDIM == 3 ? 0 : (vid.human_wall_ratio+1)/2 * wh * .8); GHOST = lev_to_factor(WDIM == 3 ? 0 : human_height * .5); FLATEYE = lev_to_factor(human_height * .15); slev = vid.rock_wall_ratio * wh / 3; for(int s=0; s<=3; s++) SLEV[s] = lev_to_factor(vid.rock_wall_ratio * wh * s/3); LAKE = lev_to_factor(-vid.lake_top); SHALLOW = lev_to_factor(-.4); HELLSPIKE = lev_to_factor(-(vid.lake_top+vid.lake_bottom)/2); BOTTOM = lev_to_factor(-vid.lake_bottom); LOWSKY = lev_to_factor(2 * wh); HIGH = LOWSKY; HIGH2 = lev_to_factor(3 * wh); SKY = LOWSKY - 5; } } EX namespace geom3 { EX void apply_always3() { for(geometryinfo& gi: ginf) { auto &g = gi.g; if(vid.always3 && g.gameplay_dimension == 2 && g.graphical_dimension == 2) { g.graphical_dimension++; g.homogeneous_dimension++; g.sig[3] = g.sig[2]; g.sig[2] = g.sig[1]; } if(!vid.always3 && g.gameplay_dimension == 2 && g.graphical_dimension == 3) { g.graphical_dimension--; g.homogeneous_dimension--; g.sig[1] = g.sig[2]; g.sig[2] = g.sig[3]; } } } #if MAXMDIM >= 4 EX void switch_always3() { if(dual::split(switch_always3)) return; if(rug::rugged) rug::close(); vid.always3 = !vid.always3; apply_always3(); swapmatrix(View); callhooks(hooks_swapdim); } #endif EX void switch_tpp() { if(dual::split(switch_fpp)) return; if(pmodel == mdDisk && pconf.camera_angle) { vid.yshift = 0; pconf.camera_angle = 0; pconf.xposition = 0; pconf.yposition = 0; pconf.scale = 1; vid.fixed_facing = false; } else { vid.yshift = -0.3; pconf.camera_angle = -45; pconf.scale = 18/16. * vid.xres / vid.yres / multi::players; pconf.xposition = 0; pconf.yposition = -0.9; vid.fixed_facing = true; vid.fixed_facing_dir = 90; } } EX void switch_fpp() { #if MAXMDIM >= 4 if(rug::rugged) rug::close(); if(dual::split(switch_fpp)) return; check_cgi(); cgi.require_basics(); View = inverse(models::rotmatrix()) * View; if(!vid.always3) { vid.always3 = true; apply_always3(); ld ms = min(cgi.scalefactor, 1); vid.wall_height = 1.5 * ms; if(sphere) { vid.depth = M_PI / 6; vid.wall_height = M_PI / 3; } vid.human_wall_ratio = 0.8; if(euclid && allowIncreasedSight() && vid.use_smart_range == 0) { genrange_bonus = gamerange_bonus = sightrange_bonus = cgi.base_distlimit * 3/2; } vid.camera = 0; vid.depth = ms; if(pmodel == mdDisk) pmodel = mdPerspective; swapmatrix(View); callhooks(hooks_swapdim); #if CAP_RACING racing::player_relative = true; #endif } else { vid.always3 = false; apply_always3(); vid.wall_height = .3; vid.human_wall_ratio = .7; vid.camera = 1; vid.depth = 1; if(pmodel == mdPerspective) pmodel = mdDisk; swapmatrix(View); callhooks(hooks_swapdim); } View = models::rotmatrix() * View; #endif } EX } EX geometry_information *cgip; EX map cgis; #if HDR #define cgi (*cgip) #endif EX int last_texture_step; int ntimestamp; EX string cgi_string() { string s; auto V = [&] (string a, string b) { s += a; s += ": "; s += b; s += "; "; }; V("GEO", its(int(geometry))); V("VAR", its(int(variation))); if(fake::in()) { if(hyperbolic) V("H", fts(fake::scale)); if(euclid) V("E", fts(fake::scale)); if(sphere) V("S", fts(fake::scale)); V("G", FPIU(cgi_string())); } if(GOLDBERG) V("GP", its(gp::param.first) + "," + its(gp::param.second)); if(IRREGULAR) V("IRR", its(irr::irrid)); if(arcm::in()) V("ARCM", arcm::current.symbol); if(arb::in()) V("ARB", its(arb::current.order)); if(cryst) V("CRYSTAL", its(ginf[gCrystal].sides) + its(ginf[gCrystal].vertex)); if(bt::in() || GDIM == 3) V("WQ", its(vid.texture_step)); if(hybri) V("U", its(int(hybrid::underlying))); if(prod) V("PL", fts(vid.plevel_factor)); if(prod) V("PS", its(product::csteps)); if(geometry == gFieldQuotient) { V("S3=", its(S3)); V("S7=", its(S7)); } if(nil) V("NIL", its(S7)); if(bt::in()) V("BT", fts(vid.binary_width)); if(GDIM == 2) { V("CAMERA", fts(vid.camera)); } if(WDIM == 2) { V("WH", fts(vid.wall_height)); V("HW", fts(vid.human_wall_ratio)); V("RW", fts(vid.rock_wall_ratio)); V("DEPTH", fts(vid.depth)); V("ASH", ONOFF(vid.gp_autoscale_heights)); V("LT", fts(vid.lake_top)); V("LB", fts(vid.lake_bottom)); } V("3D", ONOFF(vid.always3)); if(scale_used()) V("CS", fts(vid.creature_scale)); if(WDIM == 3) V("HTW", fts(vid.height_width)); V("LQ", its(vid.linequality)); return s; } EX void check_cgi() { string s = cgi_string(); cgip = &cgis[s]; cgi.timestamp = ++ntimestamp; if(hybri) hybrid::underlying_cgip->timestamp = ntimestamp; if(fake::in()) fake::underlying_cgip->timestamp = ntimestamp; if(isize(cgis) > 4) { vector> timestamps; for(auto& t: cgis) timestamps.emplace_back(-t.second.timestamp, t.first); sort(timestamps.begin(), timestamps.end()); while(isize(timestamps) > 4) { DEBB(DF_GEOM, ("erasing geometry ", timestamps.back().second)); cgis.erase(timestamps.back().second); timestamps.pop_back(); } } if(floor_textures && last_texture_step != vid.texture_step) { println(hlog, "changed ", last_texture_step, " to ", vid.texture_step); delete floor_textures; floor_textures = NULL; } #if MAXMDIM >= 4 if(!floor_textures && GDIM == 3 && (cgi.state & 2)) make_floor_textures(); #endif } void clear_cgis() { printf("clear_cgis\n"); for(auto& p: cgis) if(&p.second != &cgi) { cgis.erase(p.first); return; } } auto ah_clear_geo = addHook(hooks_clear_cache, 0, clear_cgis); }